local annoyed_reaction = {"#LIGHT_GREEN#He fumes at you.", "#LIGHT_GREEN#He rages at you.", "#LIGHT_GREEN#He screams at you.", "#LIGHT_GREEN#He yells at you."}
local annoyed_speech = {" #WHITE#Can't you see, I'm BUSY!", " #WHITE#Go and fight, slave!", " #WHITE#Do I *NEED* to explain myself again!", " #WHITE#Your duty is out there!", " #WHITE#Can't I get any peace and quiet!", }
--local annoyed_action = {"#LIGHT_GREEN#He points outside.", "#LIGHT_GREEN#He points to the door.", "#LIGHT_GREEN#He pushes you towards the door.", ""}

newChat{ id="annoyed",
	text = rng.table(annoyed_reaction) .. rng.table(annoyed_speech),
	answers = {
		{"Sorry master."},
	}
}

	newChat{ id="welcome",
		text = [[#WHITE#Welcome slave!  I still have much work to do.]],
		answers = {
			{"When do we get our freedom, as you promised?", jump="when"},
		}
	}

	newChat{ id="when",
		text = [[#WHITE#Never!!! This valley and all its power is now mine and mine alone!
I have fought long and hard to conquer this, and now I have the time and the right to study and control the elements!]],
		answers = {
		{"Leave.", action=function(npc, player)
			player:setQuestStatus("wizard-war", engine.Quest.DONE)
			player:grantQuest("elemental-enigma")
		end}
		}
	}
	
if game.player:isQuestStatus("wizard-war", engine.Quest.COMPLETED) then
	return "welcome"
else
	return "annoyed"
end
